A recommended starting character has 70 CP. This enough to purchase at most 17 different advantages though 14 is a more normal number as this leaves some points over to increase CP/Dice Values. However there is no intrinsic reason not to have starting characters with more points. Groups wishing to use different CP values for starting characters should select an appropriate points value based on the style of play they seek. Higher-powered starting characters are more difficult for new players to manage and have less room for growth. However they can be great fun for short campaigns, allowing the players to let rip. Lower allowances are more manageable and make a character'​s growth meaningful. They are ideal for campaigns where the characters start as farm-hands and develop into heroes.

+

A recommended starting character has 70 CP. This is enough to purchase at most 17 different advantages though 14 is a more normal number as this leaves some points over to increase CP/Dice Values. However, there is no intrinsic reason not to have starting characters with more points. Groups wishing to use different CP values for starting characters should select an appropriate points value based on the style of play they seek. Higher-powered starting characters are more difficult for new players to manage and have less room for growth. However they can be great fun for short campaigns, allowing the players to let rip. Lower allowances are more manageable and make a character'​s growth meaningful. They are ideal for campaigns where the characters start as farm-hands and develop into heroes.

<​block>​

<​block>​

Line 20:

Line 20:

When considering the starting allowance Game Leaders should consider how the characters compare to an average person in the setting. How many CP does your garage mechanic have? Is everyone in else in the world just a <apdx ref="​open:​mechanics:​rulecards:​mook">​mook</​apdx>?​ What sort of dice and modifiers can a top surgeon put together when performing brain surgery? If the average person only has ten CP then even a 50 CP character is going to be a world leader in their field. ​

When considering the starting allowance Game Leaders should consider how the characters compare to an average person in the setting. How many CP does your garage mechanic have? Is everyone in else in the world just a <apdx ref="​open:​mechanics:​rulecards:​mook">​mook</​apdx>?​ What sort of dice and modifiers can a top surgeon put together when performing brain surgery? If the average person only has ten CP then even a 50 CP character is going to be a world leader in their field. ​

-

This question relates the inherent difficulty of actions. Using the standard range of difficulties,​ landing on the moon is 6d6+6 resistance before any situation bonuses. For a 50/50 chance of succeeding the pilot also needs 6d6+6 and to have a reasonable chance of success, 6d6+18 would be needed. But landing on the moon is not a single action, it needs a whole range of actions using different skills. This suggests Neil Armstrong had about 130 CP or more, enough to get several skills to 1d6+4 and probably a couple to 1d6+6. ​

+

This question relates ​to the inherent difficulty of actions. Using the standard range of difficulties,​ landing on the moon has a 6d6+6 resistance before any situation bonuses. For a 50/50 chance of succeeding the pilot also needs 6d6+6 and to have a reasonable chance of success, 6d6+18 would be needed. But landing on the moon is not a single action, it needs a whole range of actions using different skills. This suggests Neil Armstrong had about 130 CP or more, enough to get several skills to 1d6+4 and probably a couple to 1d6+6. ​

The default 70 point allowance and inherent difficulty assumes a world where the average person in the street has 50 points. Of course, not everyone is created equally and a successful professional will have around 100 points while many disadvantaged people will have below 50 points. At this level characters with 70 are a cut above the average but with a large gap between them and the world'​s best.

The default 70 point allowance and inherent difficulty assumes a world where the average person in the street has 50 points. Of course, not everyone is created equally and a successful professional will have around 100 points while many disadvantaged people will have below 50 points. At this level characters with 70 are a cut above the average but with a large gap between them and the world'​s best.

Line 58:

Line 58:

</​style>​

</​style>​

-

Characters can be created with any combination of advantages and dice score. A starting character with 70 CP could buy fifteen 4 CP / 1d6+0 advantages plus two 4 CP / 1d6+1 advantages. Alternatively they could buy two 25 CP / 1d6+6 and two 10 CP / 1d6+3 advantages. Both are perfectly legal builds thought the latter is not recommended. ​

+

Characters can be created with any combination of advantages and dice scores. A starting character with 70 CP could buy fifteen 4 CP / 1d6+0 advantages plus two 5 CP / 1d6+1 advantages. Alternatively they could buy two 25 CP / 1d6+6 and two 10 CP / 1d6+3 advantages. Both are perfectly legal builds thought the latter is not recommended. ​

== Duplicate Advantages ==

== Duplicate Advantages ==

Line 79:

Line 79:

== Active MCP Pool ==

== Active MCP Pool ==

-

Dynamic potential and recoup make up <apdx ref="​open:​mechanics:​rulecards:​activemetacharacterpoints">​Active Meta-Character Points</​apdx>​. This is the thinking, conscious part of the brain and the two factors combine to dictate how quickly and effectively a character can act. For the recommended balance the pool is six - two recoup and four dynamic. ​

+

Dynamic potential and recoup make up <apdx ref="​open:​mechanics:​rulecards:​activemetacharacterpoints">​active meta-character points</​apdx>​. This is the thinking, conscious part of the brain and the two factors combine to dictate how quickly and effectively a character can act. For the recommended balance the pool is six - two recoup and four dynamic. ​

== Passive MCP Pool ==

== Passive MCP Pool ==

-

Static potential and free resists form the subconscious or instinctive aspects of the brain covered by <apdx ref="​open:​mechanics:​rulecards:​passivemetacharacterpoints">​Passive Meta-Character Points</​apdx>​. The passive MCP pool is three in the standard character - one free resist and two static potential.

+

Static potential and free resists form the subconscious or instinctive aspects of the brain covered by <apdx ref="​open:​mechanics:​rulecards:​passivemetacharacterpoints">​passive meta-character points</​apdx>​. The passive MCP pool is three for the standard character - one free resist and two static potential.

== Active & Passive MCP in Harmony ==

== Active & Passive MCP in Harmony ==

Line 97:

Line 97:

Each character will have several character paths which are static advantages and each path generally contains two or three additional static advantages. A player who focuses on having more free resists over static potential is effectively devaluing the character points they spent on the paths. Most advantages with special abilities or feats are static and characters focusing on dynamic potential are limiting their range of actions. ​

Each character will have several character paths which are static advantages and each path generally contains two or three additional static advantages. A player who focuses on having more free resists over static potential is effectively devaluing the character points they spent on the paths. Most advantages with special abilities or feats are static and characters focusing on dynamic potential are limiting their range of actions. ​

-

Game Leaders should advise players on the nature of the planned game. If combat is very rare and most actions are narrative actions it makes sense for characters to increase their dynamic and static potential over recoup and free resists. Conversely in combat-heavy games, it makes sense to have more free resists. ​

+

Game Leaders should advise players on the nature of the planned game. If combat is very rare and most actions are narrative actions it makes sense for characters to increase their dynamic and static potential over recoup and free resists. Conversely, in combat-heavy games it makes sense to have more free resists. ​